precision mediump float;
uniform sampler2D u_texture;
varying vec2 v_uv;

void main()
{
	vec4 color = texture2D(u_texture, v_uv);
	float realColor =  0.3 * color.r + 0.59 * color.g + 0.11 * color.b;
	gl_FragColor = vec4(realColor, realColor, realColor, 1.0);
}
